diff --git a/doc/classes/NavigationMeshGenerator.xml b/doc/classes/NavigationMeshGenerator.xml
index 0b9e67b0fa48..dc9b7dc3b2bf 100644
--- a/doc/classes/NavigationMeshGenerator.xml
+++ b/doc/classes/NavigationMeshGenerator.xml
@@ -47,6 +47,7 @@
Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
[b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
+ [b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index f925e7a8fea9..7dc3179e6b39 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -685,6 +685,7 @@
Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called.
[b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.
+ [b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.